#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec4 fragColor;
layout (location = 2) in vec2 texCoord;

out vec4 v_fragColor;
out vec2 v_texCoord;

uniform mat4 u_proj;
uniform mat4 u_view;
uniform mat4 u_model;

void main()
{
    gl_Position = u_proj * u_view * u_model * vec4(position, 1.0);
    v_fragColor = fragColor;
    v_texCoord = texCoord;
}